L L4D2node

CEnvLaser::Precache

0x006854c0 · 93 bytes · __thiscall

_ZN9CEnvLaser8PrecacheEv

Decompiled

undefined (1 param)

/* CEnvLaser::Precache() */

void __thiscall CEnvLaser::Precache(CEnvLaser *this)

{
  code *pcVar1;
  char *pcVar2;
  undefined4 uVar3;
  char *local_10;
  
  pcVar1 = *(code **)(*(int *)this + 0x24);
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  pcVar2 = "";
  if (local_10 != (char *)0x0) {
    pcVar2 = local_10;
  }
  uVar3 = CBaseEntity::PrecacheModel(pcVar2);
  (*pcVar1)(this,uVar3);
  if (*(char **)(this + 0x4ec) != (char *)0x0) {
    CBaseEntity::PrecacheModel(*(char **)(this + 0x4ec));
    return;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)